I’ve finished my 3rd level design for my potential final level. This one’s much less complex and sprawling than the second one, however it has two major ways to get from A to B. The entire level is made up of hallways and rooms that double back on themselves to give the player plenty of opportunities to avoid the creature. There are no rooms that serve as “off-shoots”, they will all be passed through by the player (depending on the route they take), and hence the level wouldn’t feel like it has “filler” content. Here’s the design:
I am happy with it, especially since there are less chances of the player getting lost in this level compared to the previous one as it is simpler. However, as a consequence I worry that I may not have many chances to play with pacing (due to the length of the level), as well as introduce a few scripted sequences to scare the player, as I won’t have much space to work with.
After thinking about it, and weighing up the pros and cons, I’ll be taking forward by second level design and be building that up as my final playable level.
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